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| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Cm | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2014 | 31 | Entire Game on One Screen | Shifting Dungeon | compo | 177 | 3.64 | 3.56 | 4.35 | 4.30 | 3.19 | 2.76 | 3.16 | 63 | |||
| 2012 | 23 | Tiny World | Spaceship Planet Merge | compo | 292 | 3.20 | 2.93 | 3.67 | 3.52 | 2.74 | 2.93 | 3.05 | 2.90 | 100 | ||
| 2011 | 22 | Alone | Alone with... things! | compo | 65 | 3.42 | 3.46 | 3.57 | 2.92 | 3.24 | 2.48 | 3.31 | 2.63 | 4.03 | 100 |
Great idea with a lovely style. :)
Great game! Mood and style are very nice. Starting funds or mining success should be higher, though. Its really hard to keep the funds flowing. You basically have to trial-and-error over multiple plays and make a plan in which order to progress, which isn't really that much fun.
Doesn't work for me. The game starts, but the camera instantly scrolls away at high speeds. While holding down R i can see the start position, but as soon as i let it go it scrolls away again.
Nice style, the eerie music created a great mood. Not really challenging, though.
Nice little adventure game. I got stuck because i didn't think of talking with the candy shop owner about the same topic multiple times. Seems a bit odd to me. Only solved it thanks to our hints page.
Whoa, amazing game! :D
Very fun to play and i love the gameboy-esque retro style a lot! And i'm as bad as i'm with Basketball in reality too. ;D
Installer, no sourcecode provided and 0% games rated... Seriously...
The graphics are great, so is the fight mechanic. But its very hard in the beginning and very easy once you got used to it. May have been better to do a (very short) adventure where each fight is fought out like this, with increasing difficulty towards the end.
Ah, a Sokoban clone. Not very innovative, but still a nice game.
Love the music. You should have made the beginning easy and progress the difficulty later on, for players to get used to the controls at first. Starting off with awfully hard jumping puzzels is annoying as hell.
Nice idea, very unique.
I usually like minimalistic art style, but this is a bit too minimalistic for my taste. Same for the gameplay. Still fun to play for a few rounds.
Well that was... interesting. Not sure whats going on, though. Nice style. Sound didn't work for me.
Gets stuck on Firefox at "Loading 100%" for me and IE9 doesn't load it at all. :/
Great mood. A bit TOO dark, though. Combat and controls are a bit odd too.
Love the retro style and the music. It messes up the window size of all currently open windows when going into fullscreen mode, though, which is a bit annoying.
I like the graphics and it plays mostly fine. The collision detection could use some "fuzzyness" so you and the enemies don't get stuck on corners so easily. Archer arrows are too fast or the player too slow, not really possible to avoid damage. Not very innovative, but one of the best entries i've played so far.
Crashes after a few seconds without any message for me. :/
Great idea, but not very fun to play at the moment. As others said, some guidance would have been nice.
I get an error message on Windows: "Could not find the main class: Snowfall"
Love the graphics. Not too exciting gameplay, though.
The idea is great and has a lot of potential, but the game isn't very fun in its current state.
Nice game! The black hole is scary, but easy to get away from once you know what to expect. Could be more challenging.
Incredibly funny! Really enjoyed playing it for some minutes. :) Some kind of end or challenge would have been nice. The worm could also start smaller and grow over time as he eats. Or he would grow a bit each time the stomach is full, also increasing difficulty at the same time, or something like that.
Nice idea, but the controls seem artificially complicated/difficult to me.
I like the idea and the style. Some height differences in the landscape could have made it less repetitive.
Nice idea. Some way to see islands from a bit further away would be nice, because its so easy to miss them.
The lighting is great, but many rooms are way too dark. Great amount of content.
The game is fun. The sound is a bit suspicious, though. The mooing when the boss dies doesn't sound as if it was created by you. Also most sound files in the JAR tell they were created in 2008. And where's the sourcecode download?
I don't think that using content from the web is convered by the 48 hour compo rules, even if edited. Creating sounds and graphics is part of the challenge. Using stuff from the web defeats the purpose. Sure, its just a fun contest and all... yet still, the rules are set. The jam is there for those who don't want to adhere to the compo rules.
Nice idea. :) The gameplay was very unchallenging, though.
Cool gameplay idea and theme usage. :) Very short, though.
Well that was... strange. It's a bit odd that the focus is on storytelling without having much of a story.
Whoa, what a trip! :)
Quite nice. It would be alot better if ship movement would be smoother and if you would get money from quests to be able to fuel up and repair more often.
Digging is always fun in games. The music is quite nice, which is rare among Ludum Dare games. The loot descriptions are very funny, but they could be more varying. Some kind of end would've been nice. Found the cat and most likely all chests. He's quite a digging powerhouse in the end. :)
Crashes immediately. Got Win7 x64 and a Nvidia GPU.
No, you don't need an installer for XNA! Do a Release build and the "Release" folder will contain the full game. Just zip and upload that. All those installers are quite annoying. Sure, the installer makes sure that XNA and .Net are installed, but most people got them already anyway.
The music and mood are very nice. Graphics are a bit too minimalistic for my taste, though. Also when you do a platformer try to at least get a nice jumping curve, cause its a problem when the most central mechanic of your game feels bad. And the game crashed when i reached her "after many years". :(
Graphics and music are great. The rest is a bit lacking, though... i don't like the gameplay, but thats mostly subjective. Collision detection and the camera are very bad. And there no real introduction about what to do. Figuring out yourself what to do usually isn't much of a problem... but this game kills you within seconds if you don't do what it expects from you, which is quite bad if you don't even know what it expects from you.
The idea and mood are great, but the fighting is extremely awkward. Also the best strategy to beat the game is just to run for it without caring for enemies or shadows at all.
The idea of hypermode is very cool and fun. But the recharging hyper turns make most levels easy. It would have been better to limit turns per level or only recharge a turn when you hack a terminal or kill a guard or something. Oh, and the midi metal music in the kitten stage gained you an extra point in the audio CATegory. ;)
The music and overall mood are amazing. The collision rectangles need improvement. The leap of faith segments are a bit annoying and the hover-over-spikes-via-multiple-fans-after-an-annoying-jumping-segment part is game breaking for me.
Thanks for the great feedback so far. :) I'd love to keep working on this.
The controls are indeed not optimal in this version. Especially in-air its far too responsive. I already improved it in my dev-version by lowering the acceleration when in the air.
@Randomasta: You can jump on the trees to get over the building. You'll also need the help of some of the furnitures for that. :)
Well then just install the XNA Runtime. :) Its just a 6MB download from Microsoft. A whole bunch of games rely on it anyway. Here's the link:
http://www.microsoft.com/download/en/details.aspx?id=20914
Amazing mood and style! But the gameplay is quite dull and slow.
Aww, so sad. :(
I like this game a lot. The portrait of the lonely guy's life and thoughts is well done. Very unsual content for a game, which is a good thing.
Great game! Especially the negative aspects of the followers make the it interesting and strategic.
After giving the amount of friends the window flickers and just closes shortafter.
Being able to pass through things while jumping is a nice gameplay idea, but not being able to see platforms during the jump just makes the game artificially difficult and takes away the fun, at least for me.
The game download contains at least 50MB of assets that don't even belong to the game.
Interesting game. A shame that you didn't rate a single game, though. :(
Strange. I can run around and jump, but can't drop through the platform in the beginning. Pressing X and Down does nothing. I also tried any other keys, but the char won't drop down. A shame, as i was really looking forward to playing this game.
The idea is great and i like the music. The conrols could have been better, though. Shorter levels, but more of them and with incresing difficulty might be more enjoyable too.
The graphics and amount & complexity of the levels are amazing. One of the best and most complete entries in this competition i have seen so far (and i have played 100+ games already). What really breaks a lot of the fun for me is that the movement speed is WAY too fast for the complexity of the jumping puzzels. A 2x resolution mode would have also been nice, because everythig is very tiny on screen with larger resolutions.
Nice game! Fun to play. The controls could be better at times. Especially starting from planets is a bit odd. The boss killed me in like one second. :)
Story mode doesn't work at all and in survival i can only move but not shoot.
Lovely game. :) The only bad thing about it is the horribly annoying beep sound every time a message pops up.
Nice usage of the theme "alone". :)
On my Windows desktop i had like 1 frame every 3 seconds, but on my laptop (Windows too) it ran fine.
Quite odd, the game. It creates a certain mood of loneliness and being lost. Thus "mood" and "theme" recieved most points from me. Its weakest point is the gameplay (or the total lack thereof), unless i miss something. Still, an interesting experience.
Amesome idea and nice graphics. Unfortunately the audio made my ears bleed (seriously, didn't you ever play it with audio on?) and the inabilitiy of units to walk around buildings makes it quite frustrating.
Doesn't work for me either. You are parsing a float without usage of CultureInfo.InvariantCulture, causing the game to fail on all machines where the dot in not the default decimal seperator.
Ah, saw the fixed version now.
Nice idea! The blip movement controls were clunky at times, though.
Amazing Art-Style, but fiddly controls. It feels a bit odd that you have to hit objects multiple times before anything happens. A smooth shrinking animation with every hit could improve that.
Nice concept. The controls are very flawed and unresponsive, though.
Amazing work!
Amazing game! Very innovative. :)
Very nice gameplay idea! Fun to play. Enemies sometimes spawning right on top/in front of you are a bit annonying, though. 68 Points here.
I liked the mood a lot and was really looking forward to what happens next while playing. But i was a bit disappointed by the rather bland ending after 3 days of doing the same without anything really happening. Some twist after a few days would have turned it into a better experience.
Well, you made a game and seemingly had fun while doing so, so congragts for that. As far as the competition goes, at least reading the rules before participating would be a good thing. Using art assets from the web, even if they are free, is not allowed. Rules are part of the fun of a competition. Make games for the Jam if you find the rules of the competition to be too restrictive.
The art style is amazing! Cute planets. But the controls are a bit painful. Arrow keys and mouse and the C-key? Where's my third hand? :p
Cute graphics, great music. Ending the game after a fixed amount of time was not a good design decision, though, because the player's performance has almost no influence on his end points.
Great art and nice control concept. The mud pits of insta-death are incredibly annoying, though.
Funny game, enjoyed playing it. Doesn't really have much connection with the theme, though. Neat twist on the last level. :)
Amazing game! My favorite so far and hard to top. Amazing style and a hard but true mirror to society. How they all (have to) rush for the discounts and work themselves to death... so true.
Amazing work! Great graphics and fun to play. The most polished entry i've seen so far.
Looks nice, but i have no clue what i am supposed to do. I can make chests but i can't open them. I can plant seeds into clouds, but they just dissapear short after. huh? o.O
Funny idea and the technical side is well executed. But i got to 2350 points just by sitting on earth and doing nothing but mashing the spacebar constantly. That's quite a gameplay flaw. ;)
Cute game with a depressing end. Actually rendering the world as a cube would've been mind-blowing, and less irritating with the transitions.
Very nice game. Fun idea.
Wow, such an amazing mood and story! Extremely well thought out and made.
Very fun to play! It would be even better if the ant would slow down when you are behind and speed up when you are ahead to reduce ant-less times. Also a bit sad that you have to leave the ant behind for the second part. Some more opportunities to actually surf the ant would've been nice too. But those are complaints on a high level, because the game is already pretty awesome. :)
Very nice idea to let the players build their own levels. Would've been great to have one predefined level, though.
Great game! Seeing the tiny world progress is really enjoyable. I also like the space banjo a lot. :) I noticed a deadlock-bug: Clicking the moon with a building selected or a ground tile with a moon base selected locks the tile, making it impossible to progress. Happend to me the first time and wondered why i'm not able to build the moon base.
The curved world creates a very unique shooter experience, with enemies being able to surprise you even head-on. Exploring the tiny world is interesting. Some winning condition would've been nice.
Nice graphics, fun to play for a while. All the advertisement is a bit dubious, though.
Interesting idea and nice style. Greetings from Hannover, btw. :)
Great game! I love the weird setting, the humor and the multiple solutions.
Amazing art style and music! The gameplay is fun, but a bit too much of an Isaac clone to give you credit for that, honestly.
A great entry! Very nice art and i like the switching gravitation. The transition between gravitational directions should just be smoother. Currently it feels quite awkward at times due to the instant switching. Got to the same end you've shown in your video and i really like it. It's unusual. :) Didn't find the other end, though.
Even though different in gameplay, our games have quite a few similarities. :)
I really like your idea of spreading life in space and it has lots of untapped potential.
Amazing idea! The story is very funny, but it progresses so slow that it discourages replaying after death. Also when the blood started rising i saw only white circles on black ground and then died.
We had quite a similar idea. :) Verry different gameplay on our entries, though.
The concept of using the gravity to redirect asteroids is really fun. The controls could be improved, though.
Great game! Fun to play and the music is awesome! Has a lot of content too.
Wow, amazing work! The bouncy boat is hilarious. Very fun to play. My only complaint is the time limit. A bad score would be enough punishment for being slow.
VDOgamez, thanks a lot for your feedback!
Yes, my plan was to make it necessary to go to other planets before merging them, but those plans fell victim to the time limit. This leaves the explosive plants as the only relevant gameplay mechanic, which is quite one-sided, sadly.
When planets merge, the surface of the planet with the lower mass gets "peeled off" and inserted into the larger planet. Due to that you acrually see the materials and the surface structure of both planets on the newly formed one.
The orbits are always circular, to make it more simple. Explosions on the sun-ward side of the planet widen the orbit, explosions on the far side narrow it. Explosions on the orbital path can speed up or slow the orbit speed, but the speed has no influence on the stable orbit here. A slow orbit speed won't cause the planet to fall into the sun, in this method. Not realistic, but i wanted to make planet movements easy to predict and control.
I'm glad you still enjoyed it. :)
Yes, you can get to other planets. Two explosivle plants on the same spot are usually enough to get you out of the gravity field of your planet. In space you still have a bit of control over the character, allowing you to navigate to other planets. A direct shot is possible too, but difficult to aim. There isn't really any purpose of going to other planets, though... sadly. Except the fun of doing it, of course. :)
I will provide a video playthrough later, for Linux and Mac users. It's definately more fun to blow your own aliens into space, but a video is better than nothing, i guess. :)
devwil, no, i won't. Not everyone likes to make browser games, you know? You are too lazy to download games? Well then just don't.
Thanks for the feedback. :)
I've uploaded a playthrough video for those who can't play the game on their OS:
http://www.youtube.com/watch?v=L6j_jJtcF-M
Bombing the aliens through space yourself is more fun, though. ;)
Thanks for the suggestions! I might do a post-compo version that incorporates some of them.
Don't give me too much credit on the Music, though. Most of it is randomly generated with cgMusic. I just generated a lot with different parameters to find the most fitting melodies and then rearranged and tuned them to match the kind of style i was aiming for.
The game idea is great and intrigued me a lot at first, but sadly the gameplay is very frustrating. Firstly, the queens starting food should be higher. There isn't really any grace period in the beginning. When you get in the first time the queen starves before you even got a clue whats going on and oriented yourself. Secondly, the controls are infuriating. Exactly getting onto the tile you want to be on is almost impossible. Even a quick press of a key usually sends you over 2 tiles. It sometimes took me more than 10 seconds trying to get onto a ladder or something, just because i always overshot it. Thridly, when a cat sees you, you are dead. Its almost impossible to get away. Maybe i'm just slow, but overall the game seems to be just way too fast and overresponsive, which ruins the exprience for me. Sorry if that sounds very negative, but this is meant to be constructive criticism and i hope you percieve it as such. But i'm sure i would enjoy a slower "grampa edition" a lot. ;)
Nice landscape engine. The graphics are very simple but i guess they work for this game. Very easy and not much playtime, though. Heard no sound (tried Chrome and IE).
Great game! I'm ussually sceptical about one-button games, but this one is really fun. The second part is very hard. The planets look great too. Very smart way to make them look like they are rotating. :)
Very funny idea and it's really hard to dodge like that, turning a simple shmup into a real challenge.
Spaßiges Spiel. Und das trotz Freibier. Nicht schlecht. :)
Lovely and very polished art and beautiful music that matches the mood and pace of the game very well. Manipulating those naive blobs feels so mean... which is quite unique. I liked the rock smashing to get gold, but having to select the areas for digging felt a bit tedious. I would have preferred when they'd choose the place to dig automatically. Overall, amazing entry!
Art and sound are great. The overall amount of quality, polish and content is absolutely astonishing for a compo entry. Some (high-level) criticism: I do suffer a bit of platformer-fatigue. It's probably the most common LD genre and it's getting a bit dusty. The tightrope idea is a nice twist, but impacts gameplay only slightly. Also that movement physics work very different on moving and static ropes is quite irritating. Finally, i get that the idea is that you look at the same stage the whole time while the scenes get set up behind the curtain, but i think it doesn't carry the theme too well. The levels still feel very disconnected from each other, the curtain just like a loading screen. Some connection between gameplay and theme would have been nice. But as i said, that's complaining on a high level, as this is certainly one of the most incredible compo entries.
I don't really know what's going on, but it's fun to try. :) It'd already be pretty good if it were a 48 hour project, but with just 10 hours of work that's quite impressive.
Fun game with cute art. The core gimmick is innovative and fun and i see how it was inspired by the theme, but in the end doesn't fit "Entire Game on One Screen" too well. It's also quite glitchy and can cause the character to get stuck off screen or wildly teleport all over the screen at times. Overall a great entry in the 48-hour compo.
Art, Sound and Music are absolutely incredible! The weak point is the core combat mechanic, IMO. Waiting for the desired abilities to queue up is mostly boring. Elements and daytime were seemingly meant to spice it up, but are pretty much meaningless in the end, because you don't have control over abilities and thus have to roll with whatever comes up next anyway. I get that you wanted to do something innovative, but traditional ability selection would have been simply more fun, in my opinion.
Lovely art and music and a challenging yet fun gameplay mechanic. What else could you wish for? :)
Ohh, a clicker game, wonderful! :) It's great and i love how it spirals completely out of control once you get those factory-facotries and suddenly building literally trillions of colony ships a second is no big deal. I seriously wanted to get to 100% (does anything happen when you do?) but stopped when it had my CPU running at 100% for it's computations. I had 3502770349245690982 planets at this point. :)
Absolutely wonderful art, music and atmosphere. The ending, while surprising and funny, totally breaks the mood of the game. I would have preferred a 'serious' rescue ending, i guess. Overall most likely one of the best entries this year.
The music is pretty nice. The gameplay, however, is not very exciting. The player just has to move onto a position in the enemies path once and just hold down the mouse button for the rest of the game, even for the boss. Enemies that take different paths would be way more interesting. Also, having movement tied to mouse aim feels awkward. Moving with WASD and free aiming with the mouse would feel much more natural.
I like the game idea a lot and the fiery glow creates a great mood. When it works. Sadly, anything above 2 light sources caused the lights to glitch out and flicker. I'd love to see a version without light glitches and a bit more stuff happening on the ground. I like that the player only influences the balance.
The worm movement is equally amazing and disgusting. Thankfully we can trample them. :) The FPS controls feel a bit awkward when used with a fixed camera, more like steering a vehicle. Different controls would make the game more snappy and fun. Some kind of challenge or losing condition would help to make it more exciting. Maybe a bigger worm that moves across the screen and you have to avoid it while crushing the smaller ones. The graphics are simple, but have a certain mood to it that i somehow like. Disgusting enemies in a game with ultra-simple and cute graphics is an interesting theme.
A very cool idea. Too bad you couldn't develop it further. It's most irritating that parts vanish several seconds after being hit, thus not giving you a clear connection between the hit and the damage. Finding your ship in the beginning can be very difficult.
Lovely art and highly polished. Feels like a finished product. Controls great too, giving me no chance to blame my inability to juggle onto the controls. Awesome. :)
As always, so good it makes me feel inadequate for participating. :P In all seriousness, very impressive.
Nice! More exciting and fun than i thought it would be. Time wraps back to 1s if you survive longer than 60s, which somewhat defeats the purpose of having a timer in a survival game. Great to see someone else from the microphone-recorded-game-sound-users-club. :D
The shrinking and expanding arena is a great gameplay idea. But player movement is so sluggish that it's pretty much impossible to dodge enemy shots, in turn making it impossible to reliably beat levels within the time frame. Thus the player feels like he has hardly any influence on how successful he is in the game, which is frustrating.
Overall very cool entry. Art, Music, Humor and Idea are great. I don't see any connection with the theme, though.
Very cool idea! With the soldiers moving in a line and you trying to dodge the eel with your growing "conga line" it felt a bit like the old classic "snake". The shooting effect is awesome too. It's a bit of a shame that the soldiers shoot themselves so easily even when moving in a straight line. firing a full broadside with your conga line of soldiers and pushing the eel off-screen would be pretty cool. :) I'd love to see a post-compo version with some tweaks and win conditions.
Haha, the music is awesome! Overall a fun PacMan clone. I responded to your question in the comments of my game. It's usually best to have at least the option to download the game without an installer for Ludum Dare, cause many probably have XNA4 installed anyway and installers tend to clutter the system's registry.
The art is so cute and beautiful. Incredible! The art, the relaxing music and the smooth animations create a very unique atmosphere. Playing the Aardvark by day and the Manatee by night is a nice idea to do something special with the theme. I wish the gameplay had more depths, though. More exciting mechanics or an actively told little story would enrich the experience. For example, giving the Aardvark some task that benefits the Manatee would create a nice symbiosis between the two. Overall, very lovely entry.
The art is hilarious. What a weird scenario for a game. That's a good thing, BTW. :)
The gameplay isn't anything new or exciting really and i didn't manage to get past level 3 because the hand follows the mouse too slowly to manage 3 soaps, but i had a good laugh, which is something that most other games probably won't achieve. Thumbs up, overall.
You should probably state somewhere that you have to click and drag the hand. Tried every key on the keyboard and mouse and gamepad and only figured that out when i was just about to close and abandon the game.
Great idea and art. But understanding what's even going on takes a while.
Very nice idea and i like the style. Quite difficult and it seems hardly possible to get the fancy sheep into the goal without sacrificing some sheep on the way. It might be better if sheep would follow you exactly in your footsteps, thus making it easier to navigate them through the wolves. It's a bit frustrating that there seems to be no way to drop off sheep at the goal, thus not giving you the ability to go back and get the remaining sheep. A point system where you get points for each rescued sheep (more points for the fancier sheep types) would make rescuing sheep much more rewarding.
Very nice idea and great interpretation of the theme. That items only carry over to the other games when you DON'T turn off the console between games may make sense when you know what's going on, but is way too arbitrary of a condition otherwise and will likely get the player stuck and frustrated. Thus, getting rid of the ability to turn off the console would actually be better, in my opinion.
Art, music and atmosphere are incredible. Swinging the sword yourself is a fun gameplay mechanic, but i wish there'd be more to it than just wildly swinging it in a circle. Right now, the initial fun of swinging the sword vanishes very quickly.
The graphics and music are great!
Some constructive criticism:
The difficulty ramps up WAY too slowly. You can't keep the excitement up when you do the same thing for 5+ minutes without much challenge. Also the ability to move seems pointless, because it doesn't give you any benefit over just standing in the middle. Collectible power-ups would have been a nice way to make it more interesting and make movement useful. Also the carrot throwing sound is way too loud for a sound that's playing pretty much constantly on loop.
Thanks, glad you like it. :)
@PERECil: Sure. It's written in C++ to make sure that it doesn't depend on any libraries. The code is messy, though, because i don't really have a cliue what i'm doing in C++. :) Here's the code:
http://www.codeapparat.de/files/ReqCheck_XNA4.zip
Thanks for the kind words and constructive criticism, everyone. I'm very open to honest feedback. Also, if you have any ideas for features, mechanics or other stuff you'd like to see in a more refined version of the game, feel free to share.
@Tifu: Thanks for the feedback and the idea with a shop. That's something a more advanced version of the game would most likely contain. Right now the gold only serves the purpose of a highscore. Wouldn't have had the time in the 48 hour compo to implement a shop. I'm glad that i got the boss in, at least, pretty much last minute. There is a strategy for the boss, albeit not a very good one. The trick is to slow the boss down, either by dodging or by letting him bump into pillars. This allows to damage him quite safely. It's a pretty bad boss mechanic, to be honest, because it's not clear to the player what went wrong when it seems to be impossible to fend off the boss. That would definitely be replaced with a better mechanic in a more advanced version of the game. Thanks again for you suggestions.
Amazing compo entry! Challenging and fun gameplay, cute models and animations, game events give good feedback. Title screen, instructions and score tweet option give an additional polished feel to the game. The sound is minimalist, but does the job. The game is not exceedingly innovative, but totally hits the retro-feeling. The theme as a condition is met, but the game does not go beyond by doing something special or gameplay-defining with it. I feel like there isn't much room to expand it further, but it does stand well enough on it's own as a fun mini game. Overall pretty impressive work for the 48-hour compo.